Tagged Questions

VOlumetric piXEL (volumetric picture element). An approach to world construction that uses small, uniform volumetric elements as opposed to the larger, non-uniform polyhedra most commonly found in contemporary games.

In my voxel engine (XNA 4.0) I'm use a vertex buffer for the entire chunk and update it after the set block, changing block metadata or light level. This is not too frequent operation compared with ...

I'm making a voxel game with cubes - like in minecraft - and I have figured out how to check wether the player is colliding with a voxel, I have just done it by checking wether the player is within a ...

I am writing a voxel engine in LWJGL3 - binding for OpenGL 4 for JVM.
Recently I implemented an octree storage of cubic voxels.
In my implementation each leaf node of an octree has one voxel, voxels ...

I am writing a voxel engine and recently I discovered an Octree way of storing data. I really like the idea of it and its awesome features, like ability of high detalization and overall performance ...

I am working on a voxel game engine using OpenGL binding for JVM languages (scala is my case) - LWJGL 3 for OpenGL version 4.5 . Currently I'm stuck with chunk rendering (32*32*32 blocks). To render ...

I've finally managed to implement an infinite chunk loading system for my voxel engine. Since every chunk needs to have information about the border of the neighbouring chunks, I need to access them ...

I originally built the start of my game world with a fully minecraft style structure: chunks, only visible faces rendered, noise, etc. Too blocky. I implement marching cubes. Looks great, horrible to ...

Looking for different ways to speed up my simple voxel system reducing the number of voxels and generated triangles, I stumbled upon these sparse voxel octrees.
Now, I read a lot about it: how do they ...

I have a 3D grid of voxels in my game. Entities walk around with simple physics that represents them as an axis aligned bounding box with velocity, mass and acceleration. The way I'm doing collision ...

I've recently been working on a hobby voxel world recently.
I'm currently interested in ideas or solutions which would enable me to basically step up and down the Y-axis 1 horizontal block slice at ...

Edit: I almost forgot to mention - when I place NEW blocks they render, but nothing triggers the originals to render (I have a button assigned to recalculate/redraw for every block surrounding (and ...

I'm currently creating a voxel game like Minecraft. To display the damage of blocks, I want to combine the alpha channel of one part of my texture map with the actual texture (like Minecraft does), ...

I followed this tutorial: link and I was able to make it work with 3d voxel world collisions.
But the problem I have is with collision response. I want to make player slide against the wall if he is ...

I'm trying to implement a voxel-based terrain generation system in Unity3d (C#). I have successfully implemented a uniform 3d grid system, and have extracted the isosurface out using Marching Cubes ...

I'm trying to make a voxel engine similar to minecraft as a little learning experience and a way to learn some opengl.
I have created a chunk class and I want to put all of the vertices for the whole ...

I'm trying to solve a very simple problem but I'm unable to come-up with an efficient solution so far. What I'm really trying to do is voxelize triangles in a three dimensional environment but I'll ...

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...